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    posted a message on Having problems moving the Objectives display

    Still having this issue

    Posted in: UI Development
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    posted a message on Having problems moving the Objectives display
    <?xml version="1.0" encoding="utf-8" standalone="yes"?>
    <Desc>
        <Frame type="GameUI" name="GameUI">
            <Frame type="Frame" name="UIContainer">
                <Frame type='ObjectivePanel' name='ObjectivePanel/ObjectivePanelTemplate' 
    
    file='GameUI'>
                    <Anchor relative="$parent" side="Top" offset="195" pos="Min"/>
                </Frame>
                <Frame type='ObjectivePanel' 
    
    name='GameUI/UIContainer/FullscreenUpperContainer/ObjectivePanel' file='GameUI'>
                    <Anchor relative="$parent" side="Top" offset="195" pos="Min"/>
                </Frame>
                <Frame type='ObjectivePanel' 
    
    name='VoidShared_GameUI/UIContainer/ConsoleUIContainer/ObjectivePanel' file='GameUI'>
                    <Anchor relative="$parent" side="Top" offset="195" pos="Min"/>
                </Frame>
                <Frame type='ObjectivePanel' 
    
    name='LotV_GameUI/GameUI/UIContainer/ConsoleUIContainer/ObjectivePanel' file='GameUI'>
                    <Anchor relative="$parent" side="Top" offset="195" pos="Min"/>
                </Frame>
                <Frame type='ObjectivePanel' 
    
    name='HotS_GameUI/GameUI/UIContainer/ConsoleUIContainer/ObjectivePanel' file='GameUI'>
                    <Anchor relative="$parent" side="Top" offset="195" pos="Min"/>
                </Frame>
                <Frame type='ObjectivePanel' 
    
    name='HotS_GameUI/GameUI/UIContainer/FullscreenUpperContainer/ObjectivePanel' file='GameUI'>
                <Anchor relative="$parent" side="Top" offset="195" pos="Min"/>
                </Frame>
            </Frame>
        </Frame>
    </Desc>
    

    At this point I'm just throwing text at it hoping it does something. I can't get it to recognize anything. Yes I have linked it in the data editor.

    Posted in: UI Development
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    posted a message on Having problems moving the Objectives display

    Editor gives me these errors as its loading. These might be unrelated.

    [12/31/2015 8:46:46 AM] UI: Unable to resolve layout of [\Unnamed\Unnamed\ObjectivePanel\ObjectiveContainer\PrimaryObjectiveListBox\Unnamed\Unnamed] for side(s): [Top] [Left] [Bottom] [Right] [12/31/2015 8:46:46 AM] UI: Unable to resolve layout of [\Unnamed\Unnamed\ObjectivePanel\ObjectiveContainer\SecondaryObjectiveListBox\Unnamed\Unnamed] for side(s): [Top] [Left] [Bottom] [Right]

    Posted in: UI Development
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    posted a message on Having problems moving the Objectives display

    I recently added LotV and HotS assets to my map and I'm having difficulty addressing the Objectives display. I want the Objectives to display with an offset of about 200 from the top. I used to do this with this layout file text:

    <Frame type='ObjectivePanel' name='GameUI/UIContainer/FullscreenUpperContainer/ObjectivePanel' file='GameUI'>

    <Anchor relative="$parent" side="Top" offset="195" pos="Min"/>

    </Frame>

    I looked at the structure of the Layout files and tried adding a few lines:

    <Frame type='ObjectivePanel' name='VoidShared_GameUI/UIContainer/ConsoleUIContainer/ObjectivePanel' file='GameUI'>

    <Anchor relative="$parent" side="Top" offset="195" pos="Min"/>

    </Frame>

    <Frame type='ObjectivePanel' name='LotV_GameUI/GameUI/UIContainer/ConsoleUIContainer/ObjectivePanel' file='GameUI'>

    <Anchor relative="$parent" side="Top" offset="195" pos="Min"/>

    </Frame>

    No luck yet. Right now players can't see objectives because the hero's life bar is blocking it :/

    Posted in: UI Development
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    posted a message on simple command for hiding some damage modifiers on the weapon tooltip

    I got it. I just hid the info panel through triggers and made my own damage and armor dialog.

    Posted in: UI Development
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    posted a message on simple command for hiding some damage modifiers on the weapon tooltip

    what I see on my weapon tooltips are something like: 17+3 damage 34+6 damage vs psionic 34+6 damage vs mechanical 34+6 damage vs structure 34+6 damage vs heroic 34+6 damage vs organic

    i want it to only show the damage vs organic. Could someone point me to the layout file that removes everything except the 34+4 damage vs organic in the tooltip? I want to remove unnecessary clutter around the UI because the players inventories are HUGE in my RPG.

    Posted in: UI Development
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    posted a message on quest chain works differently on bnet

    NVM i figured out what it was. It wasn't a blizzard fragmenting issue, it was another issue on my end.

    Posted in: Triggers
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    posted a message on quest chain works differently on bnet

    I was doing some work on my rpg Shadows of the Tal'darim act 1, reviewing quest chains when I encountered an odd problem. I wanted to re-sequence the quests so there were not so many optional quests. I wanted the quest chain to be more linear.

    When played online, it still executes the quests in the old sequence that they were originally uploaded in. When played as a sample map offline, it executes the quests in the new corrected sequence. It's running quests that I deleted when I play it online, meanwhile other trigger changes are obviously working. It's like blizzard need to defragment their bnet map database.

    Posted in: Triggers
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    posted a message on 4 Kingdoms Under Siege

    /copy from bnet post:http://us.battle.net/sc2/en/forum/topic/19621652141#1 Good day all. I've been making maps on NA server for about 5 years, and I'd like to take some time to talk about my newest map '4 Kingdoms Under Siege' which I recently ported to EU battle.net.

    My map is a recreation of the old Warcraft III map 4 Kingdom AOS by Psycadelicrash. My map uses the War3 [GA] mod by Renee2islga, and the main difference between the old warcraft III map and 4 Kingdoms is that you have the option of controlling a Warcraft III style army & base, instead of just a single hero. Players have a lot of options, from massing an army, buying super items for your hero, or even towering your base.

    4 Computer players contantly send automated waves at each other trying to topple each others Kingdoms. If a computer players kingdom falls, its player-controlled allies die. All players starting building are invincible.

    The in-base shops and mercenary camps provide items and mercenaries typical of a Warcraft III MOBA map. Each Kingdom has its own non-combat fountain of rejuvination.

    4 Kingdoms Under Siege features 2 gameplay modes, one for multiplayer (2v2v2v2) you can set up 1v1v1v1 matches or 2v2 matches by moving players around in the lobby.

    4 Kingdoms Under Siege also features a single player tutorial mode, where you are put up against a nearly empty computer kingdom in a 'mock' 1v1. The single player mode is JUST a tutorial for those who are new, or new to Warcraft III units.

    Thanks for the read folks, and I hope to see you on Battle.net!

    /end copy

    Alright folks I randomly come on EU bnet between 3:00 to 7:00pm EU time, I show up on North American servers at around 10:30pm for half an hour. I'm open to comments, suggestions, any sort of feedback.

    Posted in: Map Feedback
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    posted a message on Having difficulty sending my map over to EU

    @Sharicasmi: Go

    Simple fix. It wasn't working becauses it uses renee2islga's War3 [GA] mod and because of how Battle.net architecture works, I had to re-link the online dependencies on EU bnet. Uploads fine now.

    Posted in: Miscellaneous Development
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    posted a message on Buying stuff from shops don't consume charges

    @LeafyVegetable: Go

    I'm experimenting with a trigger that looks like this to address the issue. You would figure that this would put a 120 second cooldown on purchasing dragons. This probably won't work, but it's worth a try. I have tried it with Generic3 - execute stage, but i'm not sure which stage parameter applies to this abilities 'finish' sequence. I honestly think renee2islga removed the 'shared unit' flag from select unit & disabled mercenary camps because the cooldowns on mercenaries stopped working. Each unit that is sold by the shop must have its own 'sell' ability like the dragon roosts. "Sell' abilities cannot include more than 1 unit otherwise the other units sold by the shop all share the 120 second cooldown.

    events

    Unit - Any Unit uses Summon Red Dragon at Effect5 - Finish stage (Ignore shared abilities)

    Unit - Any Unit uses Summon Red Drake at Effect5 - Finish stage (Ignore shared abilities)

    Unit - Any Unit uses Summon Red Dragon Whelp at Effect5 - Finish stage (Ignore shared abilities)

    Unit - Any Unit uses Summon Nether Dragon at Effect5 - Finish stage (Ignore shared abilities)

    Unit - Any Unit uses Summon Nether Dragon Hatchling at Effect5 - Finish stage (Ignore shared abilities)

    Unit - Any Unit uses Summon Nether Drake at Effect5 - Finish stage (Ignore shared abilities)

    Unit - Any Unit uses Summon Green Dragon at Effect5 - Finish stage (Ignore shared abilities)

    Unit - Any Unit uses Summon Green Dragon Whelp at Effect5 - Finish stage (Ignore shared abilities)

    Unit - Any Unit uses Summon Green Drake at Effect5 - Finish stage (Ignore shared abilities)

    Unit - Any Unit uses Summon Bronze Dragon at Effect5 - Finish stage (Ignore shared abilities)

    Unit - Any Unit uses Summon Bronze Dragon Whelp at Effect5 - Finish stage (Ignore shared abilities)

    Unit - Any Unit uses Summon Bronze Drake at Effect5 - Finish stage (Ignore shared abilities)

    Actions:

    Tech Tree - Disallow the (Triggering ability) ability for player (Triggering player)

    General - Wait 120.0 Game Time seconds

    Tech Tree - Allow the (Triggering ability) ability for player (Triggering player)

    Posted in: Warcraft Modding
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    posted a message on You can submit bug/suggestion for my War3 Mod here

    The best workaround is to just fix the select unit ability. It seems to have lost its 'shared control' flag through the 3.0 conversion.

    Raise dead can be done with 3 variables or data table references. one that stores the necromancer group, one that stores the meat wagon group, and an integer variable for how many raise dead commands the player has issued to said group. If I get some time I will post a draft.

    Have you tried looking at the unit illidan's command card? It sounds like he's missing a button or a validator. The validator might be missing on the ability or the command card, you'll have to take a brief look around.

    Posted in: Warcraft Modding
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    posted a message on You can submit bug/suggestion for my War3 Mod here

    There are only really two things that could improve the experience after a bit of playing with it. The hero glow is still visible to other players while the hero is stealthed. So if a blademaster sneaks into your base with windwalk, you can catch it pretty quick if you're there. When I hit raise dead on my necromancers in Warcraft III, the necromancers force nearby Meat Wagons to drop all corpses, which the necromancers THEN proceed to raise as minions. It's a fantastic mod, and I will be working with it more for sure. Has anyone else noticed that the mercenary camps all stopped working a little while ago? Or is that just me?

    Posted in: Warcraft Modding
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    posted a message on You can submit bug/suggestion for my War3 Mod here

    @Renee2islga: Go

    Thanks for the fast response! When I use drunken haze in my melee/moba crossover map, I have 5 headhunters with the drunken haze debuff attacking the same target, and quite often it takes no damage at all. It seems to be working fine now that I reset the ability data. It just doesn't seem to pop up with little 'miss' text like how it does with banshee curse. I will take a look at how it works and (poorly) try to fix it myself until you get the opportunity to update it.

    Thanks for the fantastic work on this mod! I will review your other posts about fixing the mouse cursor issues.

    Posted in: Warcraft Modding
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    posted a message on You can submit bug/suggestion for my War3 Mod here

    I managed to fix most of the things that broke during the changeover to 3.0, but I am having difficulty getting Drunken Haze to work properly since 3.0.

    It slows the opponents, and it ignites the burning effect when they are hit by breath of fire, but it doesn't affect their chance to miss. I fixed banshee curse by changing the validator field from it's unknown target filters to afaktargetfilters, but it's not working for Drunken Haze. I have re-downloaded the mod since 3.0, I have the map set to use latest file.

    What should the target filters for drunken haze look like? It shows up as (BcrsMiss45ChanceTargetFilters (Unknown))

    Posted in: Warcraft Modding
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